mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 09:15:46 -06:00
feat: collision helper, ghost/pacman collision events, collision tests
minor format updates from copilot's commit
This commit is contained in:
@@ -6,9 +6,28 @@ use bevy_ecs::system::{Query, Res};
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use crate::error::GameError;
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::systems::components::{Collider, ItemCollider, PacmanCollider};
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use crate::systems::components::{Collider, GhostCollider, ItemCollider, PacmanCollider};
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use crate::systems::movement::Position;
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/// Helper function to check collision between two entities with colliders.
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pub fn check_collision(
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pos1: &Position,
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collider1: &Collider,
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pos2: &Position,
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collider2: &Collider,
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map: &Map,
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) -> Result<bool, GameError> {
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let pixel1 = pos1
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.get_pixel_position(&map.graph)
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.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 1: {}", e)))?;
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let pixel2 = pos2
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.get_pixel_position(&map.graph)
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.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 2: {}", e)))?;
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let distance = pixel1.distance(pixel2);
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Ok(collider1.collides_with(collider2.size, distance))
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}
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/// Detects overlapping entities and generates collision events for gameplay systems.
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///
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/// Performs distance-based collision detection between Pac-Man and collectible items
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@@ -16,42 +35,49 @@ use crate::systems::movement::Position;
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/// a `GameEvent::Collision` for the item system to handle scoring and removal.
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/// Collision detection accounts for both entities being in motion and supports
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/// circular collision boundaries for accurate gameplay feel.
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///
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/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
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/// power pellet effects, ghost eating, and player death.
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pub fn collision_system(
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map: Res<Map>,
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pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
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item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
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ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
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mut events: EventWriter<GameEvent>,
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mut errors: EventWriter<GameError>,
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) {
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// Check PACMAN × ITEM collisions
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for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
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for (item_entity, item_pos, item_collider) in item_query.iter() {
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match (
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pacman_pos.get_pixel_position(&map.graph),
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item_pos.get_pixel_position(&map.graph),
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) {
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(Ok(pacman_pixel), Ok(item_pixel)) => {
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// Calculate the distance between the two entities's precise pixel positions
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let distance = pacman_pixel.distance(item_pixel);
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// Calculate the distance at which the two entities will collide
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let collision_distance = (pacman_collider.size + item_collider.size) / 2.0;
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// If the distance between the two entities is less than the collision distance, then the two entities are colliding
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if distance < collision_distance {
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match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
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Ok(colliding) => {
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if colliding {
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events.write(GameEvent::Collision(pacman_entity, item_entity));
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}
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}
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// Either or both of the pixel positions failed to get, so we need to report the error
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(result_a, result_b) => {
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for result in [result_a, result_b] {
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if let Err(e) = result {
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errors.write(GameError::InvalidState(format!(
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"Collision system failed to get pixel positions for entities {:?} and {:?}: {}",
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pacman_entity, item_entity, e
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)));
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}
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Err(e) => {
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errors.write(GameError::InvalidState(format!(
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"Collision system failed to check collision between entities {:?} and {:?}: {}",
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pacman_entity, item_entity, e
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)));
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}
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}
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}
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// Check PACMAN × GHOST collisions
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for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
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match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
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Ok(colliding) => {
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if colliding {
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events.write(GameEvent::Collision(pacman_entity, ghost_entity));
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}
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}
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Err(e) => {
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errors.write(GameError::InvalidState(format!(
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"Collision system failed to check collision between entities {:?} and {:?}: {}",
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pacman_entity, ghost_entity, e
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)));
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}
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}
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}
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}
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@@ -114,6 +114,14 @@ pub struct Collider {
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pub size: f32,
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}
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impl Collider {
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/// Checks if this collider collides with another collider at the given distance.
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pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
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let collision_distance = (self.size + other_size) / 2.0;
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distance < collision_distance
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}
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}
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/// Marker components for collision filtering optimization
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#[derive(Component)]
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pub struct PacmanCollider;
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150
tests/collision.rs
Normal file
150
tests/collision.rs
Normal file
@@ -0,0 +1,150 @@
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use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
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use pacman::{
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error::GameError,
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events::GameEvent,
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map::builder::Map,
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systems::{
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collision::{check_collision, collision_system},
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components::{Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider},
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movement::Position,
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},
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};
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fn create_test_world() -> World {
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let mut world = World::new();
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// Add required resources
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world.insert_resource(Events::<GameEvent>::default());
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world.insert_resource(Events::<GameError>::default());
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// Add a minimal test map
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world.insert_resource(create_test_map());
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world
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}
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fn create_test_map() -> Map {
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use pacman::constants::RAW_BOARD;
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Map::new(RAW_BOARD).expect("Failed to create test map")
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}
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fn spawn_test_pacman(world: &mut World) -> Entity {
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world
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.spawn((Position::Stopped { node: 0 }, Collider { size: 10.0 }, PacmanCollider))
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.id()
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}
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fn spawn_test_item(world: &mut World) -> Entity {
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world
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.spawn((
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Position::Stopped { node: 0 },
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Collider { size: 8.0 },
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ItemCollider,
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EntityType::Pellet,
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))
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.id()
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}
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fn spawn_test_ghost(world: &mut World) -> Entity {
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world
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.spawn((
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Position::Stopped { node: 0 },
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Collider { size: 12.0 },
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GhostCollider,
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Ghost::Blinky,
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EntityType::Ghost,
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))
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.id()
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}
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fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity {
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world
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.spawn((
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Position::Stopped { node },
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Collider { size: 12.0 },
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GhostCollider,
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Ghost::Blinky,
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EntityType::Ghost,
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))
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.id()
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}
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#[test]
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fn test_collider_collision_detection() {
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let collider1 = Collider { size: 10.0 };
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let collider2 = Collider { size: 8.0 };
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// Test collision detection
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assert!(collider1.collides_with(collider2.size, 5.0)); // Should collide (distance < 9.0)
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assert!(!collider1.collides_with(collider2.size, 15.0)); // Should not collide (distance > 9.0)
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}
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#[test]
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fn test_check_collision_helper() {
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let map = create_test_map();
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let pos1 = Position::Stopped { node: 0 };
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let pos2 = Position::Stopped { node: 0 }; // Same position
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let collider1 = Collider { size: 10.0 };
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let collider2 = Collider { size: 8.0 };
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// Test collision at same position
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let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
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assert!(result.is_ok());
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assert!(result.unwrap()); // Should collide at same position
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// Test collision at different positions
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let pos3 = Position::Stopped { node: 1 }; // Different position
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let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
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assert!(result.is_ok());
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// May or may not collide depending on actual node positions
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}
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#[test]
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fn test_collision_system_pacman_item() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _item = spawn_test_item(&mut world);
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// Run collision system - should not panic
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world
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.run_system_once(collision_system)
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.expect("System should run successfully");
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}
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#[test]
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fn test_collision_system_pacman_ghost() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _ghost = spawn_test_ghost(&mut world);
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// Run collision system - should not panic
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world
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.run_system_once(collision_system)
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.expect("System should run successfully");
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}
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#[test]
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fn test_collision_system_no_collision() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _ghost = spawn_test_ghost_at_node(&mut world, 1); // Different node
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// Run collision system - should not panic
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world
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.run_system_once(collision_system)
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.expect("System should run successfully");
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}
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#[test]
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fn test_collision_system_multiple_entities() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _item = spawn_test_item(&mut world);
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let _ghost = spawn_test_ghost(&mut world);
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// Run collision system - should not panic
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world
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.run_system_once(collision_system)
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.expect("System should run successfully");
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}
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@@ -1,14 +1,6 @@
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use pacman::events::{GameCommand, GameEvent};
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use pacman::map::direction::Direction;
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#[test]
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fn test_game_command_to_game_event_conversion_all_variants() {
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let commands = vec![
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@@ -25,9 +17,3 @@ fn test_game_command_to_game_event_conversion_all_variants() {
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assert_eq!(event, GameEvent::Command(command));
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}
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}
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@@ -119,8 +119,6 @@ fn test_format_timing_display_basic() {
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}
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}
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#[test]
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fn test_format_timing_display_units() {
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let timing_data = vec![
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@@ -193,8 +193,6 @@ fn test_item_system_ignores_non_item_collisions() {
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assert_eq!(ghost_count, 1);
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}
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#[test]
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fn test_item_system_no_collision_events() {
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let mut world = create_test_world();
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